Hi,
After refurbishing my custom gnu/linux distro, dota2 vulkan was broken: could
not enter any game without segfaulting. (amd tahiti xt)
The segfault commit is:
6e22ad6edc34dc07a08b41a781f1c37ff3c536e7
I did revert this commit on top of 63572091b52ace35b60c46d092183bf818733ee0,
dota2 vulkan has
On Sun, Apr 22, 2018 at 12:41 AM, Stefan Schake wrote:
> This series adds support for the native fence fd extension to vc4.
> The implementation relies on a newly introduced kernel interface that
> allows submitting syncobjs for in/out fences during job submission.
>
> Since syncobjs are relativel
Our submit ioctl allows to optionally specify a syncobj that will be
waited on before job execution. Expose this in our job submission
interface. Since every uint32_t could be a valid syncobj handle, pass
the handle as a pointer so we can make it optional.
Signed-off-by: Stefan Schake
---
src/ga
Require a version of libdrm with syncobj support. In the meson build,
this currently introduces a requirement on libdrm_vc4 which we technically
no longer need for vc4.
Signed-off-by: Stefan Schake
---
configure.ac | 2 ++
meson.build | 2 ++
2 files changed, 4 insertions(+)
diff --git a/confi
This gives us access to the fence created for the render job.
Signed-off-by: Stefan Schake
---
src/gallium/drivers/vc4/vc4_context.c | 10 --
src/gallium/drivers/vc4/vc4_context.h | 5 -
src/gallium/drivers/vc4/vc4_job.c | 26 +-
3 files changed, 37 inser
With the syncobj support in place, lets use it to implement the
native fence fd extension. This mostly follows previous implementations
in freedreno and etnaviv.
Signed-off-by: Stefan Schake
---
src/gallium/drivers/vc4/vc4_context.c | 47
src/gallium/drivers/vc4/vc4_cont
We need to know if the kernel supports syncobj submission since otherwise
all the DRM syncobj calls fail.
Signed-off-by: Stefan Schake
---
src/gallium/drivers/vc4/vc4_screen.c| 2 ++
src/gallium/drivers/vc4/vc4_screen.h| 1 +
src/gallium/drivers/vc4/vc4_simulator.c | 1 +
3 files changed
Signed-off-by: Stefan Schake
---
The kernel side has not landed yet, so this is provisional.
include/drm-uapi/vc4_drm.h | 15 +++
1 file changed, 15 insertions(+)
diff --git a/include/drm-uapi/vc4_drm.h b/include/drm-uapi/vc4_drm.h
index 4117117b42..0b348bebee 100644
--- a/include/d
This series adds support for the native fence fd extension to vc4.
The implementation relies on a newly introduced kernel interface that
allows submitting syncobjs for in/out fences during job submission.
Since syncobjs are relatively new, patches 1 and 3 have build changes
for automake and meson
This was missed in the move back to the local uapi copy.
libdrm_vc4 only seems to consist of headers that also exist in the
Mesa tree.
Signed-off-by: Stefan Schake
---
configure.ac | 1 -
1 file changed, 1 deletion(-)
diff --git a/configure.ac b/configure.ac
index 33c8d0820d..9a38471af8 100644
https://bugs.freedesktop.org/show_bug.cgi?id=106151
--- Comment #7 from Martin F ---
The problem happened multiple times at the very beginning of the game, but not
very often later (1 hang every 3 hours maybe). I just started a new game to see
if I would get the hangs I got yesterday, but did not
On Sat, Apr 21, 2018 at 1:51 PM, Ilia Mirkin wrote:
> Some analysis suggests that all short immediates are sign-extended. The
> insnCanLoad logic already accounted for this, but we could still pick
> the wrong form when emitting actual instructions that support both short
> and long immediates (wi
https://bugs.freedesktop.org/show_bug.cgi?id=106151
pritzl3...@gmail.com changed:
What|Removed |Added
CC||pritzl3...@gmail.com
--- Comment
Some analysis suggests that all short immediates are sign-extended. The
insnCanLoad logic already accounted for this, but we could still pick
the wrong form when emitting actual instructions that support both short
and long immediates (with the long form usually having additional
restrictions that
On Sat, Apr 21, 2018 at 3:25 AM, Tapani Pälli wrote:
>
>
> On 20.04.2018 19:15, Ilia Mirkin wrote:
>>
>> On Fri, Apr 20, 2018 at 11:33 AM, Tapani Pälli
>> wrote:
>>>
>>> Patch enables use of short and unsigned short data for texture uploads,
>>> rendering and reading of framebuffers within the re
https://bugs.freedesktop.org/show_bug.cgi?id=106151
--- Comment #5 from Samuel Pitoiset ---
Okay, can you give the steps to reproduce (or bisect) ? Thanks!
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This was done a while ago but never marked on features.txt.
Signed-off-by: Rhys Perry
---
docs/features.txt | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/docs/features.txt b/docs/features.txt
index d579d245eb..c561fd480a 100644
--- a/docs/features.txt
+++ b/docs/features.tx
On 21.04.2018 10:25, Tapani Pälli wrote:
On 20.04.2018 19:15, Ilia Mirkin wrote:
On Fri, Apr 20, 2018 at 11:33 AM, Tapani Pälli
wrote:
Patch enables use of short and unsigned short data for texture uploads,
rendering and reading of framebuffers within the restrictions specified
in GL_EXT_te
On 21.04.2018 02:32, Bas Nieuwenhuizen wrote:
On Fri, Apr 20, 2018 at 5:16 PM, Jason Ekstrand wrote:
On Fri, Apr 20, 2018 at 5:16 AM, Nicolai Hähnle wrote:
On 20.04.2018 10:21, Iago Toral wrote:
Hi,
while developing support for Vulkan shaderInt16 on Anvil I came across
a feature of NIR th
On Fri, Apr 20, 2018 at 10:22 AM, Dylan Baker wrote:
> I would have thought falling out of scope would allow the gc to collect
> these, but apparently it doesn't, and this hits an fd limit on macos.
>
> CC: v...@freedesktop.org
> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106133
> Fixe
On 20.04.2018 19:15, Ilia Mirkin wrote:
On Fri, Apr 20, 2018 at 11:33 AM, Tapani Pälli wrote:
Patch enables use of short and unsigned short data for texture uploads,
rendering and reading of framebuffers within the restrictions specified
in GL_EXT_texture_norm16 spec.
Patch also enables thos
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